Fallout 4
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NotSure700 and Solvag

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Solvag

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  1. MihaiL
    MihaiL
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    Does anyone have problems with Lucky legendary mod not being able to be attached to any weapon?
    I have 13 in my inventory and it says the requirements aren't met.
    I've removed from other Legendary weapons I have - the same result.
    I found new legendary with the mod, removed it from them, it is in my inventory, Stacks with the existing ones, but when I try to attach it doesn't work.
    Is like the game sees it no more after installing this mod.
    If I try to attach it vis console, it works, but I don't even know if its effects apply...

    Is there any way to check the percentage of critical hits outside of VATS?
    Also, anyone encountered the issue with Lucky?
    Thanks!

    EDIT:
    So, I've uninstalled the mod, BUT the Crits outside VATS are still there! Can someone please tell me how can I remove the effect?!
    1. CastaRune
      CastaRune
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      ((((So, I've uninstalled the mod,  ))) don't matter as it baked into you save file's.. New save is needed
  2. Anonymousdoc31
    Anonymousdoc31
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    Does this work with the righteous authority crit bonus?
  3. StellarHarbour
    StellarHarbour
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    • 5 kudos
    How to check my current critical chance?
  4. Arkifik
    Arkifik
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    • 1 kudos
    Can you add the vault boy animation for critical hits?
  5. seraphael
    seraphael
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    • 17 kudos
    In case you're still active, here's my suggestions for improvement:

    1. Add increased chance for criticals on hits to the head. Double this chance again with headshots vs ghouls.
    2. Modular: Add this perk to companions + NPCs with special weapons training like gunners, BoS, institute etc.
    3. Modular: Overhaul of perks that affect VATS non-DLC version:
    https://www.nexusmods.com/fallout4/mods/25428/
    Some inspiration for how Critical Banker is dealt with:
    https://www.nexusmods.com/fallout4/mods/36519

    Thanks for your mod :)
  6. Svarttjern
    Svarttjern
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    • 27 kudos
    Awesome mod, is it compatible with the Redux version of VAFS? https://www.nexusmods.com/fallout4/mods/36519
    1. Solvag
      Solvag
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      • 4 kudos
      I haven't tested it before, depending on how similar it it to the original everything should work the same. There won't be anything game breaking if the redux isn't close enough, but I would appreciate your feedback if anything looks fishy.
      In fact, try it out without the compatibility patch, and check to see if the perk tree is displaying all the proper changes.
  7. cylers
    cylers
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    I ran into an issue where I had to reinstall all my mods and my perk is gone but I've already picked up the bobblehead. Is there a way to either console the perk back or respawn the bobblehead manually?
    1. Solvag
      Solvag
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      It's been quite some time, so I assume you've either resolved your issue, or given up at this point. But in the event that someone else is experiencing a similar problem: open the console with the ~ key and type: Help "Critical Hits Outside of VATS" 0 This will return a line of text saying: PERK: (xxxxxxxx) 'Critical Hits Outside of VATS'
      Take that string of numbers and insert it here: Player.addperk xxxxxxxx
      This should solve the issue, but it's worth noting that you'll need a mod that enables the console in survival mode if that is your difficulty of choice.
  8. Tronyel
    Tronyel
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    Hi , thank you for the file, is there a way to make all NPCs have a chance to do critical hits?
  9. Mortadella
    Mortadella
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    Hey, your mod is pretty nice!
    Could you please add a seperate esp. to change the perk "Better Criticals"?
    Because atm, it just adds +400% dmg, thats wayyyyyyyy too much, gets like cheating threw the game with your mod.
    I would suggest something like +200% for melee (+50/100/150/200) and +100% for range (25/50/75/100).

    Would this be possible?
    At best, with a german translation added :D
    1. Solvag
      Solvag
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      If your 'Better Criticals' perk is giving an additional 400% (for a total of 500%) damage then it is being affected by a different mod. I have not altered that perk to be different from the base game. It should only give a 2.5x (250%) multiplier to the damage, not a 5x (500%) multiplier. I would recommend looking through your installed mods and disabling the one that is changing 'Better Criticals' if the balance of it is a concern to you.
      Unfortunately what you're suggesting I do would likely interfere with the mod that is causing you issues in the first place, and would only lead to a completely broken perk or possibly even game crashes.
    2. Mortadella
      Mortadella
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      Nope, i have nothing installed what alters my "Better Criticals" Perk in any way.
      In german it just says like:
      First Perk: +50% critital damage
      Second Perk: double the Critical damage
      Third Perk: Four times the Critical damage
      So i assume, if the base critical damage is +100%, that the last perk gives 400% critdmg (not 500, that + sign wasnt ment in that way)

      And i looked into google, it's all a while back.
      I guess i got it from this site
      https://fallout-area.de/FO4_Luck.html
      Where it says "Kritische Treffer verursachen 400% mehr Schaden" what means, "critical hits now deal an additional 400% damage".
      But i found other sites, where it said, crits just get enhanced by 150% dmg.
      On Fallout4 Wiki it says in english "Your criticals now do 2.5x as much extra damage."
      At Fallout4 Wiki in german, it's "Your Critical hits now deal four times additional damage."

      Still, those 250% is waaaaaaaaaaaaaay to much.
      I and many others too, would appriciate a only +100% crit dmg version a lot. :)

      And thx for replying, isn't common anymore, since noone plays Fallout these days.

      I'm pretty unsure if the english version adds +250% or 150%, so it is overall 250%.
    3. Solvag
      Solvag
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      Next week I will take a look at the files and confirm the actual math for you (at least in the English version) I recently started a new Survival play through and I have gotten an idea for another change, whether I have the capability of implementing my idea or not remains to be seen. While I'm at it I will look into making an optional patch for reduced critical damage.
    4. Solvag
      Solvag
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      I've checked out the code, and I can confirm that it is giving you an additional 150% bonus damage at rank 3/ 100% at rank 2/ and 50% at rank 1. This is in addition to anything else that effects your critical damage multiplier.
      If you're curious, it determines the damage of your shot, then multiplies that value by 2.5 (plus bobbleheads, magazines, or weapon effects), then finds the sum of the 2 values and that is your final dealt damage.

      I've also lowered the values to what you requested (25/50/75/100) adding a new tier to the perk, and editing the level requirement of them as well. I will be uploading this optional .esp shortly.
    5. Mortadella
      Mortadella
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      Wow thats awesome thank you!!! :)
      Now i just need to get a bug out i produced while deleting around in fo4edit to get off those legendary weapon effects 0.o, and i finally can play again yay.
      Is your optional "worse critical" esp now like a stand alone or do i need to add it? Because of lowering the mass of esps.
    6. Solvag
      Solvag
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      As it is, it is not a stand alone .esp though there wouldn't be any issues caused if you decided to merge them with FO4Edit.
    7. Mortadella
      Mortadella
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      Ah ok, i just deleted worsins and reinstalled it proper way, gave me enough space for your esp.
      Atm i have no clue about merging, did look up for it but, I'm atm happy if i can swtich statts or something with FO4Edit.
    8. chimpoforevah
      chimpoforevah
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      Mortadella has a good point. Better Criticals alongside these rng criticals can be overboard depending on mod load out. Thank you for making the optional Better Criticals esp.

      I'll give you your first kudos Mortadella!
    9. Mortadella
      Mortadella
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      • 1 kudos
      Haha cool thx! :D
  10. benaplus1
    benaplus1
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    I'm trying to modify DeadPool2099's new Service Rifle mod, which, among other things, adds a unique rifle with the "Lucky" effect. When I load his file in the GECK as active, with your file as a plugin, I can select the "LuckyCritChanceEnch" as a legendary enchantment, but after saving the file and booting up the game, this effect does not appear. Re-loading the files reveals that the enchantment field was saved as empty, rather than with your mod's field. So, my question is, do you know how to connect the files of these two mods so that I can use your enchantment on someone else's weapon? Thank you.
    1. Solvag
      Solvag
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      This should not be necessary at all, my mod alters the Enchantment itself, I did not manually change every individual gun. Simply running both simultaneously should give the new weapon my updated 'Lucky' effect. If you are having problems, put CHOoV after the Service Rifle mod in your load order, this should ensure that the weapon is added, and then all instances of 'Lucky' are changed.